I'm working on an Investigative Game and one of the current challenges is the "Doomsday Track". For those who don't know what this is, it is a record of some kind of timing where things go BAD or in my case the Investigators all LOSE the game. We call it a Track because it's usually numbered from 0 to X or from X to 0.
In my case the "Doomsday Track" is 0 to 12 ... When it reaches 12, the criminal escapes and all of the Investigators lose the game. Simple enough, right?!
Where I am having trouble with is how to INCREMENT the TRACK.
So traveling around the board requires 3 dice: 1d8 + 2d6s (1-5 + ???).
Some of my earlier ideas are:
1. 2d6s (1-5 + 0 = Dagger). If you roll DOUBLE DAGGERS = +1 Doomsday Track.
The problem with this is that the odds of ROLLING a PAIR of DAGGERS is 2.78% (less than 3%)... That is TOO LOW if there are 12 Track values... Well you get the picture.
2. 1d6 (1-5 + 0 = Dagger) + (1-5 + 0 = ???). If you roll the DAGGER = +1 Doomsday Track.
This is where I am AT currently. 1/6 = 16.67% seems a bit HIGH. And I don't know what to put on the 2nd d6 die.
What I am thinking is the "???" is something to OFFSET the DAGGER. So it's LESS than 16.67% ... Maybe about 2.78% LESS meaning around 13.89%... chance of incrementing the "Doomsday Track".
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I guess my question is: "What should the ??? symbol be?"
And what happens when you ROLL it with a number on the OTHER die (1-5)??
Thoughts/Ideas/Questions/Comments all welcome!
If you have another method by which you feel would be an appropriate method by which to have the "Doomsday Track" increment, please do feel free to share with us your thoughts!
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BUT ... Getting back to the "???" Symbol. We have:
1. DAGGER + "???" = IDK what the effect is but no increment of the Doomsday Track.
2. DAGGER + "1-5" = Doomsday Track Increments by +1.
3. "???" + "1-5" = IDK what this does either?!
4. "1-5" + "1-5" = Normal Travelling.
If we could clarify the SYMBOL and its behavior ... That would be much appreciated. Cheers!
Note #1: Point #1 could be an APB towards some kind of plausible Criminal Activity... The player may travel to ANY adjacent position (no escalation either). Player's choice.
Point #3 could be simply 2x Multiplier "1-5". So you roll a 5 ... 2x 5 = 10. Like a RUSH manoeuvre (Alert). Same goes with other values (all multiplied by 2x).
And the symbol would be a Police Car Light (from what I have ATM)!
What are your own thoughts on these ideas???